Dungeon Master's Guide
  • Dungeons and Dragons v3.5 Dungeon Master's Guide (DMG)
    • The player starts with gold for their level as delineated in table 5-1 on page 135 of the DMG.
    • No prestige class levels may be taken until the player meets an NPC trainer in game play.
    • Custom items built using the rules in the DMG can not be built during pre-generation.
    • For the purposes of this campaign, the Amulet of Mighty Fists reads as follows:
      • Amulet of Mighty Fists
        This amulet can be enchanted as if it were a melee weapon. It must have at least a +1 enhancement bonus. It follows the rules for enchanting melee weapons with the exception that all costs are increased by 50%. As such it can have as much as a +5 enhancement bonus, and up to a further +5 in melee weapon special abilities. It may not have dancing, throwing, or any other ability that relies on the weapon being separate from the body. It has room for one weapon augment crystal (see MIC).
        When you place this amulet around your neck, pick one natural weapon type, or pick unarmed strike. The chosen melee attack gains the weapon enhancements from the amulet. The effect ends when you remove the amulet. You may change the chosen attack type by removing the amulet and replacing it. This is a move action that provokes attacks of opportunity.
        You may increase the type of attacks affected by reducing the Enhancement bonus (down to a minimum of +1); for each 1 you reduce the Enhancement bonus by, choose an additional melee natural weapon or unarmed trike that this amulet affects. You may not reduce/remove special abilities in order to increase the types of attacks affected.
        The caster level of this item with a special ability is given in the description of the special ability. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

        Faint evocation; CL See Text; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5), 108,000 (+6), 147,000 (+7), 192,000 (+8), 243,000 (+9), 300,000 (+10)

      • Glasses of Reading, Minor
        When you wear this pair of masterwork glasses, you are considered to be under the effect of Read Magic.

        Faint divination; CL 1; Craft Wondrous Item, read magic; Price 1,600 gp

      • Glasses of Reading
        As Glasses of Reading, Minor. In addition, if you touch a piece of writing in an unknown language (or the speaker of an unknown language), you may read the language as if under the effect of Comprehend Languages. If you do this for a second unknown language, it replaces the first language. If you are illiterate in your own language, that counts as an unknown language, and you may touch yourself to be able to read it using the glasses. You still do not understand the spoken language if you did not before using the glasses.

        Faint divination; CL 1; Craft Wondrous Item, read magic, comprehend languages; Price 3,100 gp

      • Glasses of Reading, Major
        As Glasses of Reading. In addition, you are under the effect of Arcane Sight, but without the signature glowing blue eyes.

        Moderate divination; CL 5; Craft Wondrous Item, read magic, comprehend languages, arcane sight; Price 50,100 gp

    • You are also subject to additional restrictions listed Here

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